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How To Add Infantry/light Battle Armor/elementals/etc Into The Game


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#1 Skyfaller

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Posted 23 June 2013 - 04:14 PM

They are part of mechwarrior..they should be in the game!

How: We borrow a gameplay concept from the old Close Combat! series! You don't deploy a single trooper, you deploy a squad.

A player choosing to play as Infantry or, once Clan is out, as Light Battle Armor / Elementals gets to 'equip' his 'unit' in the mechbay.


Infantry:

-Deployed as a squad of soldiers. Moves at 2km/h. Occupies the same space in map as 4 mechs would standing in dice-4 formation. Has no limit on terrain movement (can scale cliffs) but cannot cross deep water.

Infantry weapons are limited to SRM2, NARC, small lasers and small pulse lasers, TAG, flamers and machine guns.
- Has 'built-in' module with 2 modes: Fortify and Advance. Fortify makes the soldiers dig in making them very hard to hit and impossible to 'step on'. Rate of fire increases twofold and heat costs of weapons zeros out. Advance allows troops to move and fire on the move on locked target. Can be stepped on, easier to hit and has heat generation on weapons.
- 3rd person view unit (when its out).
- Infantry is undetectable up until 270m. 100m if under Fortify.
- Unit 'dies' when all 50 troops have been killed. 1 damage kills 1 trooper..they have no armor.
- Number of troops needed to fire weapons: SRM2: 4, Energy: 2, Machine guns: 1.
- 5 different infantry squads to choose from. Each squad has different qualities: Recon (fast and longer detection range but only 12 men), Garrison (slow but 100 men), Standard (50 men), Special Forces (25 men, faster than standard and have ECM), Air Defense (50 men with access to AMS at 1 AMS per 10 men).

Elementals/Light Battle Armor:

Deployed in squads of 5. These are 1st person 'little mechs' also limited to small lasers and SRM2s, flamers and machine guns. These units have armor enough to take a large pulse laser hit and survive (12 armor?) and depending

Unlike their infantry counterparts, these mini-mechs are piloted in first person and player is 'switched' into the cockpit of another mini-mech if the one he is piloted is destroyed. These mini-mechs travel in groups so the AI has them following the player piloted unit and firing at his targets and mimicking his actions.

Light Battle Armors/Elementals come in 3 variants (standard: 1E,2B,1M, light weapons but fast: 1E 1B and no JJ but heavy weaponry: 2E,2B,2M).

These units can move at 40kph max and have REALLY efficient jumpets.

#2 Tice Daurus

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Posted 23 June 2013 - 08:46 PM

As much as I like the idea, a single man could carry a single portable SRM-2 launcher in the Mechwarrior game, so 5 men for a SRM-2? No, that's not viable.

I'd set it up differently. Each man in would have a main weapon and a side weapon. If the main weapon is say a SRM-2 launcher, he'd have to carry a secondary weapon, like a Sub machinegun as a backup or he could carry a secondary shot of ammo in a backpack.

If it was a energy weapon, it could be a man with a laser rifle with 10 shots or a backpack with and energy pack on it for 20 shots.

It could also be other squads, like say a sapper squad, like the Gray Death Legion carrying sapper explosive mines to cripple or slow down a mech with a actuator attack, or something of that nature if they were mobile.

The Mechwarrior game had gyrojet rifles, laser weapons, machine guns, LRM/SRM units, jump capable units which could be used as recon or other sapper squads, but each squad was 7 men in the Battletech/Mechwarrior Universe. 4 Squads was 28 men for a platoon. 4 platoons, (I think) were a company and so on...

As for Elementals, they were put in Stars of 5. And each suit had different weapons on it, like small lasers, SRM pods, flamers, Machine guns, etc.

I like the idea, you get an A for it, and I would love to see it in the game as it would give us something else to shoot at and a use for machine guns and flamers, but whether or not this would be used by PGI...I dunno.

#3 Skyfaller

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Posted 24 June 2013 - 04:43 PM

This is not TT. A small inf. squad in TT was less than 20 men or so ..but in MWO you could easily kill them all off with a quick MG burst hence why i'm inflating their numbers yet keeping their armament close to TT.

#4 Tice Daurus

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Posted 25 June 2013 - 09:40 PM

View PostSkyfaller, on 24 June 2013 - 04:43 PM, said:

This is not TT. A small inf. squad in TT was less than 20 men or so ..but in MWO you could easily kill them all off with a quick MG burst hence why i'm inflating their numbers yet keeping their armament close to TT.


Ok I could see this as a valid argument. Ok, maybe you've got a point here. But if they did this, I'd want internal testing of course on the squad size.

Edited by Tice Daurus, 25 June 2013 - 09:43 PM.






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